/** * @file colorFilterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif uniform sampler2DRect tex0; uniform int layerCount; VARYING vec2 vary_texcoord0; void main(void) { vec3 color = pow(floor(pow(vec3(texture2DRect(tex0, vary_texcoord0.st)),vec3(.6)) * layerCount)/layerCount,vec3(1.66666)); frag_color = vec4(color, 1.0); }